uniform mat4 projection;
uniform mat4 view;
uniform mat4 world;
uniform vec2 size;
in vec3 position;
in vec2 texcoord;
out vec2 texcoord2;

void main()
{
	texcoord2 = texcoord;
	gl_Position = (projection * view * world) * vec4(position.x * size.x, position.y * size.y, position.z, 1.0);
	//gl_Position = (world * view * projection) * vec4(position.x * size.x, position.y * size.y, 1.0, 1.0);
}